The first savage tide has already touched the mortal world, yet none who live today recall this terrible time of red ruin. It swept over an ancient city, transforming beggar and noble, merchant and thief, resident and visitor, one and all into feral, ravenous fiends. What took the ancients hundreds of years to build came crumbling down in a matter of days. When the final ripples of the tide faded, only ruins remained.
Now, after a thousand years, the hidden architect of the Savage Tide gazes upon new targets. This time, the doom will not be limited to one hapless city. This time, all of civilization is perched on the shore, blissfully ignorant of what the tide is about to bring in.
The Savage Tide Adventure Path is a complete campaign featured over the course of a year in Dungeon, running from issue #139 to issue #150, that will take your PCs from their lowly beginnings at 1st level to the lofty heights of 20th, and possibly beyond. It all begins in the exotic port city of Sasserine, detailed in this booklet.
The Savage Tide Player's Guide includes:
a full-color map of Sasserine
14 pages breaking down the city's seven districts, offering details on each
a key to all shops, taverns, inns, shrines and other places of note
important NPCs for each section
"District Feats," which work a little like Regional Feats; they're feats you take if your character is from Sasserine, and are tailored to be useful at various points throughout the Savage Tide Adventure Path
tips for generating characters for the campaign
notes on how the city watch behaves in each district
rules for purchasing exotic animals like shocker lizards and dire bats
notes on the black market, the arena and a few other points of interest in Sasserine
a brief history of the city
notes on six affiliations PCs might want to join during the campaign
The Savage Tide begins here! Will your characters stand upon its shore and protect the civilized world? Or will they succumb to its rising waters of ruinous rage?
The Savage Tide Player's Guide is now available as a free PDF download.
I'm quite willing to pay the cash for this product in hardcopy. Unlike some other people, it seems, I like to have a hardcopy of all my materials; it makes it easier to access them when I don't have my laptop, or when I'm low on power and there's nary an outlet in sight - and all in all, I like the professional quality of the product over printer-and-folder. It lasts a lot longer when you have to travel 800+ miles to game.
just got my order yesterday from Paizo (great service btw) & it included this book. I have the pdf, the High Rez version & while it's free compared to the $5.00 + shipping for the book, I'd still say get this book before you decide to run the game. Being able to look at the book without having to go to the pdf window is a godsend + being able to read the book away from the computer is also a godsend.
From the great cover artwork by Todd Lockwood to the interior maps & such + the quality of the glossy paper. It's a great bargin.
Even thou I gave it 5 stars, I would have rather seen the map on the inside cover as a fold out poster, but you get that if you buy the Dungeon Magazine that starts the Savage Tide adventure path, so no worries.
If you were up front and told us it would be out as a free download, I and others would have not shelled out $10+ to buy it.
What a cheap trick.
I will NOT buy anythig from you (except magazine subscriptions)as you have proven to me that you are less then honest!
I realize it is a paper copy but at the time I ordered it was only available in that form ( I am fine with a PDF ) so quality/price of the paper product is not in question only not having and option until after the peper version was purchased.